Dai-3-Ji Super Robot Wars (Super Famicom/SNES) Challenge Run
Revision 1 - 8/15/2011
[email protected]

Index
1. Ratings
2. Playthrough

1. Ratings

I've only rated pilots and robots I've had a chance to use, which is why there
are a few missing.

Pilot Rating (listings within tiers are not in any particular order):

Super Robot Tier: Amazing pilots usually because they pilot godlike robots or
ships.
Bright - MAP attack, can transport allies around and resupply ammo/EN, etc.
Getta Team - Triple seishin stacking, high stats, multiple forms, Blizzard,
Getta Vision, etc. Extremely powerful early-mid game, but ends up outshined by
MAP units by end game.
Mazinger Z Team - Good stats, seishins, and can pilot powerful super robots.
Maria and Kouji in particular are excellent due to their Fervor seishins.
Combattler V Team - Extreme damage, but poor hit/dodge rates. Choudenji Spin
taking 200 EN sucks.
Banjou - Extreme damage, but poor hit/dodge rates. Lack of Accel hurts, too.
Akira - Extreme damage, but poor hit/dodge rates.
Ryune - Mostly used for her MAP attack, but has a great single target too.
Masaki - Mostly used for his MAP attack, but has a great single target too.
Shuu - Has the strongest single target attack in the game (that you can
control), and a nasty AOE.

High Tier: Good pilots that are almost always worth slotting if you have room
after the super robots.
Kamiyu - Good stats and seishins. Double act at 36.
Amuro - Good stats and seishins. Double act at 36.
Quatro - Good overall stats and seishins. Double act at 41.
Judou - Good overall stats and seishins. Double act at 44.
Recoa - Gets Flash+Fervor+LockOn and Luck. Double act at 46. Her lack of Accel
really hurts, though, and her SP is low.
Four - Flash+Fervor+LockOn+Accel. Great stats. Comes with double act.
Gato - Great stats, double move, and Fervor+Flash. Comes with double act.
Kochou - Learns Supply, which helps resupply far away robots. Much easier to
level than Mari.
Rei - Perfect choice for the Bluegar. Has Flash for getting close to the
action safely, Focus, Love, and double action at 38. Much easier to level than
Mari.

Mid Tier: Decent characters that you usually don't have slots for or aren't
worth the effort of leveling.
Seabuck - Good overall stats and seishins, but low power. High accuracy.
Double act at 46.
Kou - Gets Flash+Fervor and good power growth. Double act at 46.
Chuck - Fervor+Focus, decent stats. His lv 53 response sort of cripples him,
but Luck makes him easy to lvl at least.
Slugger - Lockon+Fervor, decent stats. Best used to fire at long range since
he can't dodge for crap.
Chris - Flash+Fervor, decent stats, but doesn't stand out.
Emma - Focus+Fervor, decent stats. Would make a decent dodge tank.
Lou - Fervor, decent stats. Nothing amazing.
Elle - Flash+fervor+focus, decent stats. Underleveled when she joins, though.
Not really worth the effort.
Cecily - Good stats, double act, and Flash+LockOn. Unfortunately like most
late game pilots there's not much room for her and her lack of accel and
fervor is a big hindrance. Can be useful if you are hard up for another double
act pilot in the late game.

Low Tier: Characters that might not be totally awful, but aren't worth
considering compared to the rest of the cast. Not surprisingly, 4 of your
starting characters either suck or will leave your party.
Ryuu - Will always leave no matter what route you choose.
Hayato - Will always leave no matter what route you choose.
Sayla - Will leave if you talk to Char in Scenario 1 or 4, and you want Quatro
and his Type 100 MAP attack far more than you want Sayla.
Guest Pilots (Boss, Getter Q, Texas Mack) - Usually only around for a mission
or two. Don't waste any time on them.
Kai - lv 57+ double act, low stats.
Fa - Low stats, only gets Flash.
Keith - lv 53 double act, takes too long to get any decent seishins.
Apolly - Flash+LockOn, but low stats and lv 57+ double act cripples him.
Robert - lv 57+ double act, low stats.
Beacher - Only gets Fervor, isn't worth the leveling effort when you get him.
Mond - lv 56+ double act, lame seishins, lv 13.
Ino - Crap seishins, lv 13.
Jinguuji - Lv 58+ double act, doesn't get Flash unlike Rei.
Mari - Similar to Ques, has good potential but starts at lv 1 and leveling her
requires too much save/loading for unlikely hits.
Ques - Great stats and double action at 36 - basically another Kamiyu/Amuro.
Too bad she starts at lv 13 during mid game, so she's not worth the
save/loading hassle to get her attacks to hit.

Real Robot Rating (listings within tiers are not in any particular order):

Top Tier:
ZZ Gundam:      550 melee and 900 dmg 5 rng. Has a 1700 dmg field laser. Can
transform.
v Gundam:       600 melee and 1200dmg 9 rng. Has I-Field.
Sazabi:         620 melee and 1200dmg 8 rng.
Type 100:       450 melee and 750 dmg 4 rng. Has a 1500 dmg field laser.
Neue Ziel:      no melee  and 900 dmg 5 rng. Has a 700 dmg target AOE. Has I-
Field.
GP-03:          600 melee and 900 dmg 6 rng. Has a 700 dmg target AOE. Can
make a one way change into another robot, or if it's destroyed, will auto-
change. Has I-Field.
F-91:           600 melee and 1300dmg 5 rng (beam weapon). Has Image ability.

High Tier:
Z Gundam:       450 melee and 1200dmg 6 rng (beam weapon). Can transform.
Vigna Ghina:    600 melee and 1200dmg 6 rng (beam weapon).
Dijeh SE-R:     500 melee and 1000dmg 6 rng (beam weapon).
ReGZ:           no melee  and 900 dmg 7 rng (beam weapon). Can make a one way
change into another robot, or if it's destroyed, will auto-change.
GP-01/FV:       400 melee and 700 dmg 4 rng (beam weapon). 12 mov
Methuss:        450 melee and 620 dmg 4 rng (beam weapon). Can transform and
heal.

Mid Tier:
Kaempfer:       400 melee and 800 dmg 3 rng.
Jegan:          500 melee and 750 dmg 4 rng, and 850 dmg 2 rng.
Rick Dias:      450 melee and 750 dmg 4 rng, and 680 dmg 4 rng.
Gundam mk II:   450 melee and 750 dmg 3 rng.
Gundam:         500 melee and 750 dmg 3 rng, and 550 dmg 4 rng. 6 mov.
Alex:           480 melee and 650 dmg 4 rng.

Low Tier:
Nemo:           400 melee and 650 dmg 4 rng.
Guncannon:      300 melee and 480 dmg 6 rng, and 550 dmg 4 rng. 6 mov.



2. Playthrough

Playthrough challenge conditions: No upgrades, no allied units destroyed, low
turncounts, and no save/load spamming for low chances to hit or dodge. For
example, no reloading until the enemy's 70% chance to hit misses, or reloading
until my 30% chance to hit succeeds.


Playthrough route choices: As you might expect, I've made the route choices
that involve the least number of missions possible to keep the turncount low.
I also usually skip recruitable pilots if I can complete the scenario before
they appear.
1. Talk to Char
2. Route A
3. Mysterious Enemies
4. Photon Plant
5. Luna Two
6. North America
7. Belfast

Total Turncounts:
4+6+7+4+4+6+10+6+9+7+5+4+5+6+4+4+3+4+4+2+4+6+5+3+4+3+4+4+4+2+3+4+4+5 (159
turns, 34 scenarios complete)

Scenario Log:

1 - 4 turns
Have Amuro Accel and head NE. Send your GMs and Guncannon north to the NW
corner. Load everyone else into the White Base, have Bright Accel and move NE
towards the beasts and Char. Have Bright Accel again, move towards the beasts,
deploy and start attacking them. Leave the beasts for Bright to counterattack
kill and go talk to Char, then kill him with a Luck buffed P-Getta for EXP.

3A - 6 turns
Load everyone into the White Base, have Bright Accel and move N towards the 4
Marasais. Deploy Amuro to talk to Emma, then start attacking the Marasais. Use
LockOn and Fervor to clear them out quickly. By turn 4 Emma should have
retreated and the other 3 Marasis should be dead. Have Amuro or Bright accel
then move north to destroy the Musai while everyone else mops up. Dogosse will
begin retreating as soon as the Musai is destroyed, but will take two turns to
reach the edge of the map and disappear.

6 - 7 turns
Keep a reserve force near the SW corner of Amuro, Mazinger Z, Aphrodite, and
Getta, while Bright and the rest take out the aliens. Place Getta or Mazinger
in the path of the Marasais to weaken them on enemy turn 4. Recruit Emma, blow
up the Marasais, and descend on the Bask Om, which takes a beating before
going down. I suggest destroying the Bask Om with Kouji to level him up.

8 - 4 turns
Move south and destroy everything before reinforcements can arrive, very easy.

11 - 4 turns
Again, destroy everything before reinforcements arrive. Load up into the White
Base, accel, and head SE past the first wave of enemies. Allow the White Base
to counter most of the enemies while your robots use ranged attacks to clear
them out. Use the Methuss, Getta, and Z Gundam's flight forms to quickly reach
the boss and clear out nearby enemies. Getta should make quick work of the
boss with LockOn, Fervor, Yell, etc.

12 - 6 turns
Send Getta at the air/sea units while everyone else moves SE. Start using the
battleship MAP attack w/ LockOn to weaken incoming forces.

13 - 10 turns
The boss should be dead on player turn 7 and you should have the Argamma out
on turn 8. Accel towards the enemy forces, use a MAP attack, and wipe them
out. Throw Getta into the fray to deal a ton of counterattack damage as well.

15 - 6 turns
Destroy the initial enemy forces before reinforcements arrive on turn 6. Focus
most of your attacks on the ship so that it's weak enough to finish off by the
time the Londo Bell arrives.

16 - 9 turns
Charge SE to take out the initial enemies, then head west towards the
reinforcements. Build up some morale on the jellyfish then take out the boss
quickly with God Bird. You might want to set the AI to 'counter!' so the
support ships counter the jellyfish as well, although they might get blown up.
The boss should go down on turn 7. Have the Londo Bell accel and join the fray
when it arrives. Send your fliers and etc. south towards the air and sea units
and make sure you have good counterattackers in place to destroy or weaken the
air units.

17 - 7 turns
Accel Londo Bell south then drop an AOE on the enemies incoming from the east.
Mow through the incoming enemies from the east using the usual tactics: ranged
attacks, SR counterattacks, hurricane, damage/hit seishins, etc. Around turn
4, move Londo and 1-2 units W to take out the reinforcements that appear along
the west side of the map. Keep pushing E/SE with Getta and the rest of your
forces. I think 6 turns is possible but I wasn't motivated enough to do it..
couldn't kill the reinforcements fast enough.

18 - 5 turns
You'll need to split up in several directions here. Send 3 good units
(Raideen, Combattler, Mazinger, etc.) towards the 3 isolated groups of 3
enemies in the N, S, and E corners. Load the rest of your forces into the
Londo and head NE to the main enemy force. You get two AOEs to use (if you
have Quatro, which you should) and you can keep them resupplied with the
Bluegar. You can also use Fervor + LockOn for serious AOE carnage. Carefully
bunch enemies together and blast them with AOEs and they'll melt away. Got
really close to 4 turns here but it remained elusive.

19 - 4 turns
You may consider putting someone else in the Type 100 because Quatro is
already pretty high level and doesn't need the XP. Just make sure they have
some good seishins to go with it like LockOn/Fervor. Anyway, this is another
fairly simple map. Position your AOErs to blast the Goth and Gazas while
accelling and moving W/SW as fast as possible with your speedier units. Leave
a small contingent behind to help mop up the Goth/Gazas while closing in on
the SW forces. Drop an AOE on the SW forces while using Fervor/LockOn to clear
them out. The enemy in the SE corner will start moving on turn 4 - reserve 1-2
units to go and pick him off.

20 - 5 turns
Send your two AOErs along the west side of the map clearing the way. Send a
smaller force east to deal with the enemies on the east end of the map. Send
your powerful Accel pilots such as Getta and Combattler into the NW corner
asap. Yell twice for 130 morale and switch to Getta-2 to take advantage of
Getta Vision, which will make Getta more or less unhittable when combined with
Focus. That will be useful when Getta is alone the NW corner surrounded by
enemies. Eventually your AOErs should reach the NW corner to lay waste to
whatever forces remain on turns 4-5.

23 - 6 turns
While I could have gone to Scenario 22 (Pursuit) and finished that in 3 turns,
I figure the 3 extra turns taken here will be less than the turns needed to
finish the two extra scenarios in the Scenario 55/56 route. I'll get to skip
Scenario 32 (Big Zam) and deal with one less mission in the Scenario 57 route.
I also get to keep Recoa, who leaves in Scenario 40 if you go to Scenario 22.
We'll see if it pays off.

Anyway, you'll want to split into 3 groups. Getta should accel straight for
the Zen IIs and Hurricane their faces off. The rest of your Accel pilots
including your AOE unit should head for the Gabthleys while ignoring the
Dreissens. Anyone else should deal with the enemies directly in front of your
starting point, then head for the Dreissens.

25 - 4 turns
Send your AOErs to the NW corner. Anyone who can accel should move past the
first line of enemies and help out with the NW and NE forces. Allied
reinforcements arrive at the SW corner to help clear out any enemies you
passed by. You should have 2-3 'dodge tanks' at this point - Getta-2 w/ 130
morale, Focus, and Getta Vision, Quatro with Focus, and anyone else with Focus
and high response. Use them to engage with large groups of enemies, draw
attention away from your AOErs, and deal counterattack damage.

27 - 4 turns
Send an elite force (Getta, Combattler V, Methuss, Z Gundam) w/ Accel into the
NW corner to kill the DC units while the rest of your forces AOE and wipe out
the aliens. Reinforcements show up on the enemy turn after the DC units start
moving, so clear the map quickly to avoid their appearence.

28 - 3 turns
Doesn't get much easier than this. Charge ahead and blow up everything in your
path. You have to kill all the little guys to get the SW enemies to start
moving, so do that on turn 1 so they move closer.

30 - 4 turns
This is the first large scale mission with 3 AOErs - Neo Argamma, ZZ Gundam,
and Type 100. Despite this, you're pretty far away from the enemy so you need
to do some precise positioning to lure nearby enemies in the right spot for
turn 2. Send 1-2 into the west corner to take on the nearby enemies. Most of
the enemies in the NW won't move, so you have to get in their face quickly and
set up AOE coverage.

31 - 4 turns
Back inside a base, so no resupplying. Technically Mari could have Supply by
now, but leveling her takes too much save/load spamming to be worth it IMO.
Even when you get the Garganchua, its best attack is 30% less accurate than
the Bluegar, meaning she can survive better, but she'll have even less chance
of hitting things. Anyway. Split your units up and accel towards Vigaj. Use
MAP attacks through the walls to nail groups of enemies and Vigaj. You don't
have to send too many units SW, just enough to kill the high HP bot in the
corner. You can nail the two south enemies and enemies near Vigaj with ranged
or MAP attacks.

33 - 2 turns
Skipping the Big Zam scenario saved me a couple turns, now I'm on to Valcione.
In order to clear this in 2 turns you have to line up AOErs carefully and
attack Karozzo with your strongest attacks to blow it up in one turn. Attacks
like God Bird, Sun Attack, Choudenji Spin, and your MAP attacks will put some
serious hurt on it.

34 - 4 turns
At this point my Kamiya and Amuro are both 36, so they are capable of double
action. Once they reach 36 you should then focus on getting Quatro to 41, then
Judou to 44, Recoa, Seabook, and Kou to 46-47, etc. Place Kamiya and Amuro in
the Z Gundam and ZZ Gundam to fly with Masaki and Ryune to the centre area and
use lots of MAP attacks. Load any other slow or ground units into the Argamma
and head for the southmost enemies, while a smaller force including Daitarn 3
heads west to deal with the Zako IIIs and Di.

35 - 6 turns
Move Duke north to meet up with Great Mazinger and Raideen. Take out the two
nearby Spartans while waiting for the Argamma. Once the Argamma arrives, send
your high movement units south towards the Bawoos, while dropping Masaki,
Ryune, and others near Duke. I decided to skip Bermuda, as I doubt God Voice
is worth the 3 turns needed to obtain it.

39 - 5 turns
While it's possible to complete this mission before 5 turns, you'll run into a
critical bug where you lose any pilot and unit that isn't deployed at the
moment. You have to wait until turn 5 when you can launch everyone before it's
safe. You'll want to take at least Masaki, Ryune, and Getta. Use Getta-3 to
counterattack and pummel the large number of Capoole reinforcements while
everyone else kills whatever they want for EXP. The enemies in the SE corner
start moving on turn 3 so don't bother chasing them down. I suggest using this
mission to get Kochou Oni to lv 40 on some of the easy to hit bots. Being able
to use the Supply seishin twice per mission will be very valuable for your AOE
units.

40 - 3 turns
Another super AOE map. Send 2-3 super robots NW to the Di and Cig. Send the
Type 100, ZZ Gundam, and a few others east. Accel and move Bright SW to deploy
the rest and deal with the SW and S enemies. Make sure you send enough units
to handle the Hambrabi and Bawoo enemies. Send one of your double act units
towards the SE corner to deal with the two Gabthleys. It's pretty safe for
Bluegar to keep resupplying Ryune so she can keep spamming her AOE.

41 - 4 turns
By now Judou and Quatro should have double act and Kochou Oni should be lv 40
with Supply. This gives you four double act pilots and two uses of Supply. It
also helps a lot if Rei is lv 37 by now with double act (I would be using Mari
but it takes too much save/loading to level her). You should also be working
on leveling any pilots that get double act at 46-47.

Anyways, enemies in the NW corner are quite reluctant to start moving, so use
Ryune's Rage seishin to jolt them into action. They will all come running in a
big clump ready to get destroyed by your AOEs. The only one concern is the Di
in the SW corner - you'll need to allocate some units to beat it down, but not
the units that are essential for killing the bosses. The rest can be mowed
down with MAP attacks and what not, but you really need Kochou Oni at lv 40
and Rei at lv 37 so you can keep resupplying and nuking.

Mekiboz is a trademark nasty SRW boss and pretty much marks the difficulty of
the game going up a cliff compared to previous bosses. He's best taken out
with your strongest super robot attacks - Getta, Daitarn 3, Raideen, Great
Mazinger, etc. along with any AOEs and 9+ range attacks you can muster. You'll
want to kill him in one turn after luring him in so he doesn't start
decimating your units with his double action ability. Vigaj isn't as dangerous
but he still takes a beating, making it very difficult to get 4 turns. This
was easily the most difficult map to get 4 turns on thus far due to the two
high HP bosses, the Di, and tons of enemies.

42 - 3 turns
After scenario 41 the difficulty scales down considerably until scenario 45,
so use the easy missions ahead to level up anyone you need to. This is a basic
AOE map. Send Masaki and Ryune SE and everyone else SW. If I had Bright at 58
I could probably 2 turn this map, but unfortunately I didn't at this point.
Getting double act for Bright is extremely important later on, as well, so get
him a good Luck boosted boss kill or two.

43 - 4 turns
So you can either clear out this map quickly or wait for Puru to show up in
the SW corner on turn 6. I don't really think Puru, Puro 2, the Qubeley Mk.II,
or the Jagd Doga are really worth it. Niether robots have MAP attacks and Puru
and Puru 2 aren't amazing pilots. Sure two extra funnels are nice but are they
going to shave off more than the 3 turns needed to wait around for Puru? I
doubt it.

Send Masaki into the SW then NW corners laying AOEs while Ryune trails along.
Send your other two MAP bots to the NW corner. Use everyone else to mop up any
stragglers, including in the SW corner. The only annoying thing is that the 3
SW Zumes don't move by turn 4, so it's harder to counterkill them.

44 - 4 turns
Have Getta Q Flash/Focus while leading the enemies into a nice straight line
for your MAP attackers. Texas Mack is useless so just get him out of the way.
Once the Argamma arrives, accel and head straight north. Deploy your MAP
attackers to nail both groups of enemies. Place Duke in Nadia's attack range
and nobody else, as she tends to avoid attacking him. She won't actually
attack him, and on the next turn you can talk to her to turn sides. Clean out
the rest of the crap on turn 4.

45 - 4 turns
This is the last mission where you get to deploy 18 units. The next missions
are all 15-16 at most, so don't worry too much about leveling everyone evenly.
The difficulty starts to ramp up again here, but it isn't as tough as 41 yet.
Try to get Maria to 51 so she can start using Support.

There's lots of water in this mission, including two high HP bosses in the
depths. They don't hit very hard but they are a pain to kill. Send as many
capable units as possible including Masaki to kill the underwater bosses - I
used Masaki, Akira, Hyouma, and two double act pilots in the Z Gundam and
Sazabi. The Dragon is particularly annoying because it regenerates HP, so
don't waste attacks on damage that it will heal over. Use Cosmo Nova,
Choudenji Spin, God Bird, and funnels to bring it down.

Send most of your forces W to the Daghi and Berha group, including Ryune and
the ZZ Gundam. Keep the Type 100 and a few units near the Argamma to fend off
enemies from the NE and N. Send a strong dodge tank and/or high HP super
robots NW to the corner. This is a good opportunity to use the F-91's Image
ability. Once Ryune and ZZ have cleared out the Dahgi/Berhas move to the NW
corner to mop up. Make sure to counterkill or nuke the Glossum X2 units as
well.

46 - 2 turns
I finished scenario 43 in 4 turns so Puru never showed up, thus I had to kill
Puru 2. Luckily she only has a little over 10k HP, and is easily dispatched.
Anyway, this is a standard AOE map with no particularly imposing bosses. Bring
Maria or Kochou along for Supply.

47B - 3 turns
Hopefully Masaki and Ryune are lv 49-50 with double act, which makes this map
a lot easier. If you don't have double act for those two, forget about 3
turning this map, it's just not going to happen.

Send Masaki and an AOEr to decimate the NW corner, then split up your forces
towards the NE and SE corners. Drop AOEs on the Big Zams and pick them apart.
They're fairly weak but have about as much HP as a Di. The enemies around the
Dolos all have double attack so you need to wipe them out in one turn, most
easily accomplished with 2x Cybuster AOE. Again Maria or Kochou spamming
Support seishins or Rei in the Bluegar will help your AOErs keep on blasting.

I decided to skip Shuu and finish 2 turns before he arrives. Granzon is
certainly an amazing super robot, but is recruiting Shuu going to shave off 2
or more turns over the next 3 scenarios? I doubt it. If you deploy him in
Final Battle you have to fight him afterward which is a further drag on
turncounts, so he'd really only be usable for 48B and 52. Plus it just seems
silly standing around for two turns waiting for Shuu to show up and claim 'oh
boy you guys are in trouble, let me help!'.

48B - 4 turns
By now you'll want to have a number of double act capable pilots. Amuro,
Kamiyu, Quatro, Judou, Masaki, Ryune, Four, Cecily and Bright at least. If you
don't then you'll probably have to take longer to finish this map.

Start by using Ryune's Rage seishin to aggro the bosses. By turn 3 they should
be convienently close to Bright so you can AOE them down. I suggest using the
ZZ Gundam, Type 100, v Gundam, Sazabi, Daitarn 3, and Bluegar to take the
bosses out. Once Mekiboz and Vigaj are defeated Agihra and Sikalog will never
arrive as reinforcements, freeing you to clear the map at your leisure.

Send everyone else not killing the bosses towards the other targets on the
map. I suggest sending Z Gundam, GP-03, Masaki, Ryune, and other extremely
high movement/double act units NE while killing everything in their path on
the way to the Mantha, Germark, Big Zam, etc. Be careful around the double act
Mantha, Germark, and Psycho Mk II. Like most double act enemies, you'll want
to strike first and destroy them before they get a chance to cause trouble. As
soon as Bright is able to move, accel him towards the Big Zam with a couple
strong units like Ryou, Raideen, etc. in tow, preferably having already used
Yell, Fervor, LockOn, etc. and ready to dump their strongest attack on the Big
Zam or any Gratnios hanging around. Bright can only reach the Big Zam by turn
4 if he has double act.

52 - 4 turns
Pretty much every enemy unit can double act, meaning any sort of mistake will
cost you 1-2 units. Remember that enemies can move forward and attack one
target, then switch to another target for their second action. Luckily you
start fairly close to the largest enemy force and they are mostly low HP, so
they will melt away with a few AOEs. Start with Ryune's Rage again. This will
aggro every enemy except Gates, Rosamia, and Karozzo. Move Ryune and Masaki
east and double AOE the nearby enemies, but don't get in range of the
Kishiria's Dolos.

Have Bright use Focus and Accel 9 squares away from Kishiria, so he's in her
farthest attack range. The reason for this is to prevent Kishiria from moving
so that the Dolos is still nicely lined up next to Gates, Rosamia, and
Karozzo. Bright can amazingly dodge or endure just about anything thrown at
him far better than any of your actual robots. Great job there developers. Try
to place units that will counterkill the incoming Jagd Dogas and Zaku IIIs so
you don't need to waste time killing them on your turn.

Both Dolos battleships have tons of HP. The Rafflesia has less HP but it's no
slouch either. Of course you'll want to kill the Dolos and Rafflesia in one
turn to avoid any of your units being destroyed. Spend turn 3 restoring your
ammo and energy, getting in position to face the next Dolos, and cleaning up
any trash enemies. With Maria, Tekkou Oni, Bright's battleship, and Bluegar,
your units shouldn't be running out of ammo/EN often. On turn 4 finish off the
second Dolos and the Big Zam. The second Dolos should be easier to kill
because you'll get to fire two Type 100/ZZ Gundam MAP attacks instead of one.
Dozel Zabi's Big Zam isn't any stronger than average, so it should be easy
prey.

57 - 5 turns
The main strategy here is to defeat all enemies+Wendolo before turn 5 enemy
phase, so you don't have to deal with Scirocco. This is one of the longer
final battle maps due to the high boss count. Your main issue will be
conserving ammo/EN and Supply seishins to last you through 4 high HP bosses
and a bunch of trash. Definitely bring Kochou Oni and Maria for 5 uses of
Supply. Any ammo based MAP robot (Ryune, Type 100, Neue Ziel, GP-03) should
prefer to retreat into the battleship for a turn, because EN robots can't
instantly regenerate their EN with one turn. Keep in mind that the Bluegar can
only resupply 3 times before having to enter the battleship for a turn to
replenish their resupply 'ammo'.

I don't recommend using Ryune or Bright's AOE too much as they don't do a ton
of single target damage. Open with Ryune's Rage to aggro the bosses. Move into
position so that the bosses are bunched together for optimal AOEing. You
should be able to kill Mekiboz and Agiha mostly by AOE damage. Sikalog has
more HP so he'll need some extra beating to go down.

On turn 3 start working on clearing the trash around Axis. Don't go too
overboard, though, since you also need to defeat Wendolo, who has 39000 HP.
Prepare for Wendolo by replenishing your EN/ammo and getting AOErs in
position, etc. Once Wendolo shows up on turn 3, finish him off with your
strongest attacks and seishins. Laying AOEs with Cybuster, Type 100, ZZ
Gundam, Neue Ziel, and GP-03 should get you about 25-30k, then deal the rest
with your strongest attacks from G Getta, Daitarn 3, Raideen, Great Mazinger,
etc. You have up to enemy turn 5 to finish Wendolo before Scirocco shows up,
which will likely be very bad as you'll be low on SP, ammo, and EN.

I could have killed Wendolo in 4 turns but then I would have been risking
losing units, since Wendolo can pretty much one shot any of your non-upgraded
robots. Taking an extra turn also helps everyone restore their ammo/EN and get
in position.

58
While I didn't complete this mission because I didn't get Shuu, the general
strat is to line up and kill him in one turn, much like previous high HP
bosses. If you were able to clear 57 you should be able to take him out with
the same seishin spam/AOE strat that works on Wendolo.